Hi, Andrea, I am impressed with your work, in my opinion it is one of the best sets in the workshop. I looked through your channel on YouTube, but it left me with a few questions about the creation of an item, whether I like it to contact you such as Skype or Steam?
1) i usually don't do any particles or custom animations, but you're supposed to do them before in case you wanna go for it. Valve will decide if to add them or not 2) Different styles are your choice. In the case of Skywrath Mage it's just a different color in the texture, but you can do also completly different objects for second style. Again, Valve will decide what to add and what not. 3) Animated gifs are taken from inside the engine, the turntable is done in marmoset toolbag 2 4) for the loading screen i used i used the original geometry, posed and rendered in marmoset 2, and then i overpainted everything in photoshop
First of all I want to say Hi Motenai and all polycount users. It's my first post here. I'm huge fan of your work and I've learnd so much just from your youtube videos. I have one question. Did you had any problems with Dota 2 Tools? I have an issue with normal map. Everything is uploaded to Tools without a problem but I can't see any deatails on the model from the normal map.
hey thanks! Regarding the normalmaps i'm not sure what's the issue...you should make sure that you baked tangent space normal maps and not object space normals. Also another problem might be the orientation of the green channel in your normalmap, source 2 shader now wants the green channel inverted compared to the old shader. Keep an eye on those things and see if it works.
Thanks fot the fast reply. If I could ask one more thing. So your basic workflow for normals baking is baking in Max with "world" in settings and than use handplane right? Do you set up "Source Engine" preset in handplane? Does smooth groups in max important for the entire retopology and baking process?
Thanks fot the fast reply. If I could ask one more thing. So your basic workflow for normals baking is baking in Max with "world" in settings and than use handplane right? Do you set up "Source Engine" preset in handplane?
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Drop it a vote if you like it ^_^
Link onf the first image
2) Different styles are your choice. In the case of Skywrath Mage it's just a different color in the texture, but you can do also completly different objects for second style. Again, Valve will decide what to add and what not.
3) Animated gifs are taken from inside the engine, the turntable is done in marmoset toolbag 2
4) for the loading screen i used i used the original geometry, posed and rendered in marmoset 2, and then i overpainted everything in photoshop
are the final arms and legs going to be asymmetrical or is that a style?
Hope it won't look blurry in the loadout screen.
I'm huge fan of your work and I've learnd so much just from your youtube videos.
I have one question. Did you had any problems with Dota 2 Tools? I have an issue with normal map. Everything is uploaded to Tools without a problem but I can't see any deatails on the model from the normal map.
Best.
Regarding the normalmaps i'm not sure what's the issue...you should make sure that you baked tangent space normal maps and not object space normals. Also another problem might be the orientation of the green channel in your normalmap, source 2 shader now wants the green channel inverted compared to the old shader.
Keep an eye on those things and see if it works.
If I could ask one more thing. So your basic workflow for normals baking is baking in Max with "world" in settings and than use handplane right? Do you set up "Source Engine" preset in handplane? Does smooth groups in max important for the entire retopology and baking process?
Can't wait to see Drow set in game.
If I could ask one more thing. So your basic workflow for normals baking is baking in Max with "world" in settings and than use handplane right? Do you set up "Source Engine" preset in handplane?
Can't wait to see Drow set in game.